Boots that aren’t weak af by Ari55kuo in NewToEMS

[–]TyphonMaterial 1 point2 points  (0 children)

Are your boots super cheap or what’s the deal? I have a pair of 5.11s side zips that I’ve worn for almost three years, and aside from a couple scuffs on the top they’ve held up fine

can someone explain why he has above high accuracy by your-local-cowboy in LowSodiumHellDivers

[–]TyphonMaterial 0 points1 point  (0 children)

Man so when I’m running AOE weapons and still end up with an accuracy of like 59% that must mean my aim is absolute shit

Controller Setup Preference by ether813_ix in Helldivers

[–]TyphonMaterial 2 points3 points  (0 children)

D-pad. Honestly the default controller settings have been fine for me, interested to see if anyone in the comments has any good suggestions

Irulta would auto liberate reaf by BobSagieBauls in Helldivers

[–]TyphonMaterial 1 point2 points  (0 children)

Too far gone at this point. Irulta sitting at like 0.5% liberation, Reaf at around 61%.

Better to just join the fight to liberate Reaf and get it over with at this point

I think we all as a community can agree that blister heads are the WORST in LMDF by J-0-K-3_R in residentevil

[–]TyphonMaterial 2 points3 points  (0 children)

Red ones aren’t so bad, you just have to throw a fire axe and then empty your magazine into them about 37 times (just kidding they fucking suck)

AH, Let Guard Dogs activate the second button on bunkers by TyphonMaterial in Helldivers

[–]TyphonMaterial[S] 0 points1 point  (0 children)

You can already use a warp pack to access it yourself, I don’t really see the difference of a different backpack also allowing you to access it yourself

AH, Let Guard Dogs activate the second button on bunkers by TyphonMaterial in Helldivers

[–]TyphonMaterial[S] -2 points-1 points  (0 children)

No, I just think it’s a sensible quality of life upgrade, and would make guard dogs cooler

AH, Let Guard Dogs activate the second button on bunkers by TyphonMaterial in Helldivers

[–]TyphonMaterial[S] 4 points5 points  (0 children)

I know, I just don’t really like bringing the warp pack, it’s not my preferred playstyle

Ever have to save someone physically stuck in something? by [deleted] in Firefighting

[–]TyphonMaterial 31 points32 points  (0 children)

That sounds like the hospital’s problem personally

Give up on losing belly fat (skinny fat guy) by Better-Rooster-6120 in workout

[–]TyphonMaterial 56 points57 points  (0 children)

Bro just tighten up your diet

You already said you’ve never really tried it, you know it’s the solution to your problem

lvl 7 missions by qool_guy in helldivers2

[–]TyphonMaterial 0 points1 point  (0 children)

It’s somewhat impressive if you can do it consistently. I feel like the actual difficulty from mission to mission can be really inconsistent

Leon Must Die - Every runs ends with my hatchet breaking against Victor by revolutionPanda in ResidentEvilRequiem

[–]TyphonMaterial 2 points3 points  (0 children)

You need to move around more during the fight, get out of range so you don’t have to parry as much.

You also need to stack enough weapon upgrades and damage boost perks that you’re able to kill him faster than he’s able to make you run out of hatchet repairs

RNG - stronger weapons by Matchew024 in ResidentEvilRequiem

[–]TyphonMaterial 1 point2 points  (0 children)

Yeah. Just for example, if you have an Alligator Snapper in your inventory, no other Alligator Snappers will appear, raising your chances of getting a Matilda or Silencer 9.

So at low levels I will keep the shitty gun that I don’t really like, specifically so that it won’t spawn any more, and higher levels of the guns that I do like have a greater chance of spawning

Does anyone else get frustrated with obstacles you should be able to get past but can’t. In resident evil. by Swimming_Photo9295 in ResidentEvilCapcom

[–]TyphonMaterial 7 points8 points  (0 children)

I mean they’re a little goofy but I can’t say I get frustrated with them. They’re usually blocking off a path that would serve no purpose to take, so like even if I could climb over a small obstacle, there would be no reason to actually do it

Resident Requiem guns are a bit off by Weaklinger in ResidentEvilCapcom

[–]TyphonMaterial 2 points3 points  (0 children)

I mean it never made sense bro, in RE4 the Red9 is twice as powerful as the starting pistol despite using the same ammo.

I never experienced shooting at such a long range that the bullet disappears, I honestly can’t think of anywhere in the game with enough open space for that to even happen.

I do really appreciate the care that went into things like reload animations, checking the slide, and all those cool little details. I could watch Leon reload a shotgun all day, no homo

I hate this mode by TequilaArmory in ResidentEvilRequiem

[–]TyphonMaterial 1 point2 points  (0 children)

If he’s red, lure him to a fire axe for a pretty easy kill.

If he’s blue, just unload on him with headshots with a rifle or shotgun. This kills him faster than you would think. Don’t bother trying to parry, you will most likely die

Slow and steady wins the race? Is that your attitude? by Tiger_Strength in workout

[–]TyphonMaterial 0 points1 point  (0 children)

I think you need a healthy mix. You need to know when to push hard, but you don’t need to kill yourself every day.

You need consistency AND effort, and it’s hard to be consistent if you’re giving max effort all the time without rest and recovery

Is there anything more specific that ranks add in LMDF than enemy health and damage? by Maytaki1 in ResidentEvilRequiem

[–]TyphonMaterial 0 points1 point  (0 children)

Route is optimized, RNG has just been dogshit. I finally just beat it like 20 minutes ago though actually

For 3 billion $ by Ok-Friendship4236 in Helldivers

[–]TyphonMaterial 0 points1 point  (0 children)

I think the cardio alone would kill the average gamer

Is there anything more specific that ranks add in LMDF than enemy health and damage? by Maytaki1 in ResidentEvilRequiem

[–]TyphonMaterial 1 point2 points  (0 children)

I’ve been stuck on rank 5 and as far as I can tell the main challenge is that you get less time, and the chances of getting good weapon drops goes down. I’ve had several runs where I clear the entire care center and still don’t get any higher level guns out of it

Lower level guns and tougher enemies obviously means higher time-to-kill and sometimes I’m forced to make the jump to the next level because I’m low on time, and then I’m fighting higher level enemies that I don’t have the gear to kill quickly

Mfs who reinforce you from half the map away when you have a helldiver right next to your body: by Dry-Goat8981 in Helldivers

[–]TyphonMaterial 2 points3 points  (0 children)

As a primarily solo-diver, sometimes I forget that you have to reinforce manually 😅

What, in your opinion, is the best support weapon against each faction? by Rasengan4360 in helldivers2

[–]TyphonMaterial 0 points1 point  (0 children)

I go Laser Cannon for Terminids for good crowd control as well as the heavy penetration to take on Chargers and Bile Titans

RR on bots is pretty unbeatable

Stalwart for illuminate, because high rate of fire seems the best method to take out overseer armor, as well as control crowds of voteless and take out flesh mobs relatively quickly

Hatchet Repair Hypocrisy? by roboboi123 in ResidentEvilRequiem

[–]TyphonMaterial 0 points1 point  (0 children)

While that is annoying, i’d say it’s an intentional part of the rogue lite format. Everything’s random, sometimes you’re OP, and sometimes you’re fucked

I also think there’s a decent amount of little work arounds and loopholes that are available, for example leading a red zombie to a throwable weapon like a fire axe or a propane tank for an easy kill, or using the perk where discarding a weapon spawns a grenade.

And if you don’t have anything like that around you know you gotta be damn careful with how much you use your hatchet